Optionalmode: EnumValue<FractureGenerationMode, number>Optionalthickness: numberOptionalgenerateHollow: booleanOptionalpieceCount: numberOptionalseedMode: EnumValue<FractureSeedMode, number>OptionalrandomSeed: numberOptionalnoiseStrength: numberOptionalclusterCenterPoint: Immutable<Vector3>OptionalclusterRadius: numberOptionalminimumPieceVolume: numberOptionalmaximumPieceVolume: numberOptionalinteriorUVScale: numberOptionallodLevelCount: numberOptionallodReductionFactor: numberOptionalhierarchyLevels: numberOptionalchildrenPerPiece: numberProtected_childrenProtected_clusterProtected_clusterProtected_generateProtected_hierarchyProtected_interiorUVScaleProtected_lodProtected_lodProtected_maximumProtected_minimumProtected_modeProtected_noiseProtected_pieceProtected_randomProtected_seedProtected_thicknessTarget number of children per piece when using hierarchical fracturing.
If SeedMode is Clustered, the cluster radius for seed points.
If Mode is Solid, fracture pieces that do not intersect the exterior will be discarded.
Number of hierarchy levels for recursive fracturing. 1 = flat (no nesting), 2+ = nested pieces.
Interior UV scale for cut faces.
Number of LOD levels to generate for each piece. 1 = no additional LODs.
Reduction factor for each successive LOD level. E.g., 0.5 means each LOD has 50% of the triangles of the previous level.
Maximum volume for a piece (larger pieces are subdivided). Range: 0.0 to 1.0 (relative to original).
Minimum volume for a piece (smaller pieces are discarded). Range: 0.0 to 1.0 (relative to original).
Control how geometry for fracture pieces is generated.
If SeedMode is Uniform, the amount of noise/irregularity applied to fracture cuts. Range: 0.0 to 1.0.
Target number of pieces to generate.
Random seed for reproducible fracturing. Use 0 for random results each time.
How seed points are distributed for Voronoi decomposition.
Thickness of the skin when using Skin generation mode.
Copies all properties defined by the prototype of FractureSettings from other to this instance.
Clones this instance and returns a new FractureSettings with identical values.
Determines if this FractureSettings instance is equal to the other instance.
StaticisDetermines if both FractureSettings instances are equal.
Settings that control how a mesh is fractured into pieces.